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$PITE
06-19-2005, 04:02 PM
KIRBY GUIDE

SECTION A: KIRBY OVERVIEW
SECTION B: WHY CHOOSE KIRBY?
SECTION C: TECHNICAL TERMS
SECTION D: MOVELIST
SECTION E: RECOVERY TECHNIQUES
SECTION F: EDGE GUARDING
SECTION G: COMBOS
SECTION H: CHARACTER MATCHUPS
SECTION I: ENDING REMARKS

SECTION A: KIRBY OVERVIEW

Kirby is a pink, 8-inch tall, balloon-like creature that hails from the planet Pop Star. Kirby’s origin is very odd. In the game-making process, Kirby was just a placeholder for the final build of the hero in the game – but they loved him so much that he was kept, and Kirby was born.

Kirby first appeared in the Game Boy game Kirby’s Dream Land in 1992. The game’s unique style and gameplay made it a hit. A year later, Kirby appeared in the NES game Kirby’s Adventure, which is the first time that fans got to see Kirby’s colour. The same year, Kirby had it’s first foray into pinball, in Kirby’s Pinball Land. Kirby would have many other successes in the years, including a 2nd and 3rd Kirby’s Dream Land, Kirby’s Super Star, Kirby 64, Kirby’s Tilt and Tumble and Kirby and the Amazing Mirror. Other puzzlers and one racing game were also made, making Kirby’s repertoire of games large. This year, Kirby comes to the DS for the first time in Kirby: Canvas Curse, and a Gamecube edition of the Kirby franchise will be out within the next year.

SECTION B: WHY CHOOSE KIRBY?

If you look at the tier list, you’ll see that Kirby is in the middle of low, making him the fifth lowest character in all of Super Smash Bros. Melee. This fact detours many people from using him, but used at its full potential, Kirby is a deadly, fast force. Kirby’s tilt game is among the better sets in the game, and aerially he’s very good. His recovery is spectacular, with 5 jumps and a useful boost. The sheer amount of jumps also gives you many edgeguarding options, with a lax margin of error if you miss your attempt. Kirby’s crouch game is also very good, as he’s the shortest character in the game when doing so – he can duck blaster fire, smashes, even throws! Kirby’s wavedash is quite good, both distance wise and speed wise, which makes it a great movement option that can lead into many different attacks. The little puffball is even equipped with a meteor smash, which is quite easy to use and can lead to many low % kills. These attributes make Kirby quite usable in my eyes, and if you can get around the lesser range and the easy to kill nature of Kirby, you can wield him quite effectively.


SECTION C: TECHNICAL TERMS

To be completed

SECTION D: MOVELIST

A - Jab
Damage: 1-3%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low

Description: You could try to combo this into a throw. That’s all I can think of. I wouldn’t be using this.

A + A - Jab combo
Damage: 5-6%
Knockback: Very Low
Range: Low
Priority: Low
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low

Description: Like the Jab, but two hits. You could probably also combo this into a throw, but really, I wouldn’t seriously use this much.

A + A + A - Jab flurry
Damage: 5-x%
Knockback: Very Low
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low

Description: A flurry of weak punches. Like all multi-hit attacks, it’s easy to D.I. out of and easy for the opponent to retaliate. Maybe you could score 10% against a wall, but I wouldn’t recommend using this.

Forward Tilt A - Roundhouse kick
Damage: 6-11%
Knockback: Low-Med
Range: Low-Med
Priority: Medium
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low

Description: A fast, versatile attack that has enough knockback to prevent the opponent from punishing you for it's use. Good for racking up damage, but doesn't combo well. I find this useful to get the opponent off the edge as well, as many of Kirby’s other ground moves that could do that aren’t as quick. The sweetspot of this attack is the tip of the foot.

Upward Tilt A - Up toe kick
Damage: 3-8%
Knockback: Low-Med
Range: Low-Med
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low

Description: Perhaps Kirby's best combo starter. Against fast fallers, you can chain a few of them into a B-air or an U-air. Using this move at mid-high damages basically guarantees you an aerial, due to the very short amount of wind-down lag.

Downward Tilt A - Sweeping kick
Damage: 5-10%
Knockback: Low
Range: Medium
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low

Description: A good tilt with good priority. This attack can be used directly from crouching, which is desirable because Kirby is extremely short. It also has good priority and range, so it can be spammed to an extent, with wave-dashing used for movement. It can also spike if used at a ledge.

Forward Smash A - Lunge kick
Damage: 7-20%
Knockback: Med-High
Range: Decent-Good
Priority: Decent
Start-up Lag: Medium
Duration: Short-Med
Wind-down Lag: Low-Med

Description: Ah, Kirby's lunge kick, once great, now...not so much. This move must be sweetspotted to be truly effective (very tip or base of foot). If you don't hit the sweetspot, this move can often pop the opponent straight up which might make retaliation easy. The start-up lag isn’t spectacular either. Wave-dashing backwards into this is the best use I’ve found for it, as the range is good and it’s pretty safe.

Upward Smash A - Flip kick
Damage: 7-20%
Knockback: Low-High
Range: Decent
Priority: Decent
Start-up Lag: Low
Duration: Short-Med
Wind-down Lag: Low-Med

Description: There are three distinct ways to hit with this attack, all with varying knockback. If you hit with the opponent a bit away from you, it has medium knockback. If you hit when the opponent behind you, it'll have low knockback. If the opponent is right in front of you and very close, then it has high knockback and will make a distinct sound. Anyways, this attack isn't too good, because needs the opponent in a certain place to be useful at all, and the range isn't the greatest. Stick to uptilt to U/B-air for kills.

Downward Smash A - Breakdance kick
Damage: 6-19%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low-Med

Description: Kirby's best smash. The opponent will be hit either straight left or right (if hit with tip of toes), or up (if hit in any other way). The up hitting makes it a good combo starter, as it can be comboed into an uptilt, U-air, or B-air. At low damage, this attack can be punished due to the long duration if you hit them up.

Dashing A Attack - Fireball kirby
Damage: 2-8%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low
Duration: Long
Wind-down Lag: Medium-High

Description: Bleh. That's all I can say. First of all, it's hitbox is basically the size of Kirby - not good. Many characters will just smash you out of it. And the duration is long, so even if you hit, you may still be punished for using it. Also, since it's duration is so long, you can fireball kirby off the edge, giving characters an easy chance to kill you with edgeguarding. At least it’s hard to shield-grab. Not recommended.

Neutral A (Aerial) – Twinkle Star
Damage: 5-10%
Knockback: Low
Range: Poor
Priority: Poor
Start-up Lag: Low
Duration: Short-Long
Wind-down Lag: Low-Med

Description: Not a bad attack, not great either. The duration can be short or long, depending on whether you hit the ground before the animation is over - it's really quite long. Oddly enough, there is a very short landing lag for this attack. Anyways, in most situations where you could use this, another aerial would be better... still, a decent attack despite poor range.

Forward A (Aerial) - Triple kick
Damage: 1-16%
Knockback: Low, Low, Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Low

Description: A fairly useful aerial, especially against heavier or larger characters. It's most useful when you get all three off, but often you'll only get two. One method of using this is to shfflc it into your opponent. You can chain a few together if you do that, which can rack up some damage. A great use of this attack is recovery. Off the ledge, just ledge hop into this, and you can often get all three in. It also makes the opponent think twice about jumping out and meeting you with an aerial. All things considered, a very versatile attack.

Backward A (Aerial) - Back kick
Damage: 5-14%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Medium
Wind-down Lag: Low

Description: This attack is awesome. Good knockback, fairly long duration, and very, very little start-up and wind-down lag. It can be used to finish off a combo, and at low damages (or non sweetspotted), you can chain a few together for some nice damage. Speaking of which, the sweetspot of this attack is a timing one - it does the most damage and has the most knockback right as it comes out. Use this attack often.

Upward A (Aerial) - Aerial flip kick
Damage: 8-15%
Knockback: High
Range: Decent-Good
Priority: Good
Start-up Lag: Low
Duration: Short
Wind-down Lag: Low

Description: Perhaps Kirby's best aerial... you could make an argument for either this or the B-air. Anyways, this is the other option to finish off combos, and has the best knockback of any of Kirby's aerials. One way to edgeguard with Kirby involves dropping down with the opponent and using this, and it works well against some characters. Many of your kills will come from this attack, so get used to it and use it well.

Downward A (Aerial) - Drill kick
Damage: 1-18%
Knockback: Low, Low-Med (last hit on ground)
Range: Good
Priority: Good
Start-up Lag: Medium
Duration: Medium
Wind-down Lag: Low

Description: Another great aerial. This attack can be used to assist landing when knocked into the air - without it, it's like beating around a beachball. Also, it does good damage, and if L-cancelled, it can lead into a downsmash sometimes, depending on where the last hit sends the opponent. The final hit apon landing creates some spacing between you and your opponent, and it often goes under shields, which is convenient. Also, this attack spikes. Against many opponents, you can just short hop off the edge and spike a recovering opponent. If they meteor recover it, you can spike them again on the same trip off the ledge. Also, this attack can be easily ledge hopped into, which is a major plus - especially since you can l-cancel it and maybe use utilt to start a combo.

Forward B (Ground) - Hammer
Damage: 8-23%
Knockback: Med-High
Range: Good
Priority: Good
Start-up Lag: Med-Long
Duration: Short-Med
Wind-down Lag: Medium

Description: One of Kirby's most powerful, if unwieldy, attacks. This attack has considerable start-up and wind-down lag, which makes it relatively useless right away. On top of that, to actually be powerful, you need to hit with the tip of the hammer, and otherwise it's rather weak. You just have so many better options on the ground, so don't use this.

Forward B (Aerial) - Hammer
Damage: 3-15+%
Knockback: Very Low
Range: Good
Priority: Good
Start-up Lag: Low
Duration: Med-Long
Wind-down Lag: Medium

Description: This attack is far different in the air than on the ground. The ground attack focuses on killing - the aerial one focuses on damage. This attack, when you catch your opponent in it, can be fairly useful. It racks up damage, and scatters them a bit, but sometimes the opponent will be quick enough to punish the lag, and whiffing on this attack is awful. On a side note, this attack pops you up just a tiny bit before execution, so be aware of this. One use I’ve found for it is upthrow into reverse aerial hammer at mid damages, assuming they don’t D.I. away from you. I'd say this attack is pretty useful, but don't spam it and try not to be predictable with it.

Upward B - Final cutter
Damage: 1-15%
Knockback: Low
Range: Good
Priority: Decent
Start-up Lag: Low-Med
Duration: Med-Long
Wind-down Lag: Low-Med

Description: Kirby's “third” jump. This attack, when used for recovery, is almost completely vertical, so use it at the last possible moment. It can be used as an attack, but I prefer not to, as if you're hit out of it, you're left with no jumps. However, it can trick some opponents, as it has good range in front of you, and it's almost completly unexpected. If you do decide to use it, be unpredictable or you will be punished.

Downward B - Stone
Damage: 9-18%
Knockback: Medium
Range: Poor-Decent
Priority: Great
Start-up Lag: Medium
Duration: Depends
Wind-down Lag: Medium

Description: Wow, this attack sucks. Seriously, don't use it. For an attack with such great start-up and wind-down lag, there is a certain degree of power that you think would be present. But there isn't. This attack also has a tiny hitbox, and if you miss, you're screwed. And you'll miss 100% of the time against a skilled opponent. Don't use this.

Attack in Throw - Punch
Damage: 1-3%

Downward Throw - Victory dance
Damage: 4-7%
Direction of Opponent: Right below you

Description: Perhaps Kirby's best throw. This destroys unskilled opponents (those who don't D.I. or tech), as it can chain into Utilts, especially against heavy characters. Some characters can N-air out of this, including Dr.Mario, Mario, Luigi, Samus, Peach, Jigglypuff, and Mewtwo. So against them, refrain from using this. Also, a lot of players will tech this, but don't worry - if you get good at predicting techs, you can follow them into a downsmash or another throw. If you're good at mindgames, you'll do well against those opponents - if not, maybe try another throw.

Upward Throw - Rocket throw
Damage: 6-10%
Direction of Opponent: Up

Description: Kirby's most damaging throw, and it can be used in some combos. This can be used to launch the opponent in the air to start a juggle, but only at high enough damages. At low damages, this throw isn't too useful, as the opponent will land before you do. Note that after this throw, you have none of your jumps until you hit the ground, so use with caution. Also note that this throw can be used to suicide throw - you and your opponent will die at the exact same time, which can lead into some super sudden death fun.

Backward Throw - Reverse kirby slam
Damage: 4-8%
Direction of Opponent: Backwards, slightly up

Description: I like this throw, but only at mid-high damages and near a ledge (but not near enough to suicide). You can knock them off the ledge and get into edgeguard mode, possibly leading to a kill. At low damages, however, it's easily escaped and doesn't combo well, so avoid using it. This attack can be used as a suicide throw, but it doesn't do the job that well, as you die first and often the opponent escapes. One of my favourite combos with this attack is to back throw the opponent off the edge, then quickly dash and suck them up - it works nicely as a suicide if it’s unexpected.

Forward Throw - Kirby slam
Damage: 4-8%
Direction of Opponent: Forwards and Up

Description: Kirby's worst throw. First of all, it's his slowest throw, which is bad because like the back throw, it is escapable. It doesn't pop the opponent up in a very useful direction either. Stick to the other throws... the up throw has a very similar effect to this, and is far better overall, so if you need the opponent in the air, use that.

SECTION E: RECOVERY TECHNIQUES

To be completed

SECTION F: EDGE GUARDING

To be completed

SECTION G: COMBOS

To be completed

SECTION H: CHARACTER MATCHUPS

To be completed

SECTION I: ENDING REMARKS

To be completed

--------------------------------------------------------------------------

It's not yet finished, but I'd like some input on what I could change, add, or remove to finally get a good Kirby guide up and *maybe* attract some attention to this horribly underused character.

airball
06-19-2005, 07:41 PM
All the power to you, man. I have a kirby FAQ up on neoseeker, though it badly needs some editing.

Omnigamer
06-19-2005, 11:40 PM
Upward Throw - Rocket throw
Damage: 6-10%
Direction of Opponent: Up

Description: Kirby's most damaging throw, and it can be used in some combos. This can be used to launch the opponent in the air to start a juggle, but only at high enough damages. At low damages, this throw isn't too useful, as the opponent will land before you do. Note that after this throw, you have none of your jumps until you hit the ground, so use with caution. Also note that this throw can be used to suicide throw - you and your opponent will die at the exact same time, which can lead into some super sudden death fun.

Eh, I still haven't read all your descriptions of moves, but this is all I picked out for now. I am especially savvy with the uses and effects of this throw, so I'll chip in my bit of knowledge.

First off, for suicide uses, Kirby will always die first. No exceptions. So don't plan on using it as your last stock desperation move...

One other thing to note is that immediately after you reach the apex of the point where Kirby is airborne after the uthrow, you have complete aerial control over him again. This means you can fastfall, airdodge, etc. It takes some practice, but you can ff then air dodge right before the ground to get a wd right out of it and surprise some people. Also, at low damages and if they don't DI away, you can usually connect with an uair by simply holding forward and letting it loose. Under those same conditions, it is also possible to chainthrow space animals at 70%+. That also takes a bit of practice though...

$PITE
06-19-2005, 11:52 PM
Well, when I suicided opponents at Termina, on the platform near the turtle, underneath the overhang, back to death, we died at the exact same time every time. It could be different depending on situation. I'll edit that to say "your opponent will never die before you."

I'll also add a little section basically quoting what you said there (if that's alright with you). I never knew you could aerial dodge or for that matter, wavedash, out of the upthrow... thanks for the help.

Omnigamer
06-20-2005, 02:14 AM
Sure, go ahead. I also have the shield stun for every attack listed in my Kirby Vids Discussion topic. You can use that in addition to SDM's frame charts to list the stun and advantage (total shield stun-total recovery frames) for each move. I saw a few things I'd like to pick out, but it's late, and I'll just get to those later.

NJzFinest
06-21-2005, 02:04 PM
better than my kirby guide..... >_>

$PITE
06-21-2005, 08:59 PM
Meh, you're better at naming attacks though. I stole a few names from you.

Anyway, I'll probably get to writing the combo section and others soon... and I'm going to ask someone if I can copy their technical terms guide, it takes a long time to do and I know I'd forget something.

nitro-blazer
07-05-2005, 10:56 AM
I can give you my tech terms list, its in my Link faq somewhere. Its not the best, but.

What Omnigamer said is also true ot hte Fthrow. You can WD after it and "Chain throw" with this. Only problem is at low damage they break free easily.

If you want i could get you the Nintendo names for the moves.

T_MontanaSSBM
07-05-2005, 11:01 AM
thats a pretty good guide to kirby

Omnigamer
07-05-2005, 11:34 AM
What Omnigamer said is also true ot hte Fthrow. You can WD after it and "Chain throw" with this. Only problem is at low damage they break free easily.

Actually, fthrow and bthrow are pretty reliable moves in general. A lot of times, you'll actually want them to break out, because you can react better after the throw than they can with the break-out animation, especially on the ground. For example, I was able to chain-throw a marth at 0 damage with a bthrow, then two fthrows. He broke out of the bthrow just as he was about to hit the ground, so he slid off a ways, but was still lagged so I could easily turn around a grab him. From there, both fthrows connected and were simple enough to chase. Another use for it is to easily get them off the edge. When near the edge (not close enough to suicide), bthrow, and if they break out, immediately jump with a bair. You can usually follow the first bair with a second. Works a lot more often then you'd think. Even if they don't break out, you can get it to connect depending on where they DI.

And the part about low/high damage for the most part is a myth. It does take slightly longer as the damage goes up, but the time is still very insignificant until you get into impractical damages. This means that you should never rely on suicide KOs, even with 150% or so damage. But this also means that what I posted above is for the most part not damage specific. You can get them to break out when you want them to just by knowing how long to wait.

nitro-blazer
07-06-2005, 07:39 AM
Yea, i heard somewhere Marth was easy to bair chain. With the bthrow near the edge, couldn't you bair to edgeguard if they break loose? and have another opportunity if they don't break out?

Interesting things about the damage. I actually never knew that. I think i'll check that statistics thing or something, maybe it will have something about it there.

$PITE
07-13-2005, 06:46 AM
Bleh, I've been away for a while so I haven't had time to work on this. But I will get to it soon.

I find that at low damage, the opponent can break out of the forward throw easily and will probably attack you before you can regain control of kirby if they break out early in the throw. The back throw works quite well even if they break out of it immediately, as a shffled bair can often be used out of it.

Oh, and the whole damage dependant thing is more evedent against computers, who break free of anything before a certain damage. Oh, and nitro-blazer, could you get me those nintendo names and technical term list? It would probably encourage me to finish work on the guide.

nitro-blazer
07-13-2005, 08:08 AM
Ok, do you want me to post them here or email them to you? Also, you might want to know that the term list includes those that relate to all characters. so stuff like SHB and bomb jump won't be on it :ohwell:.

Movelist = Here
A: Right Punch
A,A: Left punch
A rapidly: Vulcan Jab
Dash A: Fire Kirby
tilt A: Spinning Kick
Up tilt A: Back Kick
Down tilt A: Squish Kick
Forward Smash: Smash kick
Up Smash: Kirby Flip Kick
Down Smash: Propeller Kick
Neutral Air: Twinkle star
Forward Air: Spiral Kick
Back air: Drop Kick
Up Air: Floating Flip Kick
Down Air: Screw Driver
Grab: Grab:
Grab, A: Slap
forward throw: Power Bomb
Backward throw: Brain Buster
Up throw: Ninja Drop
Down throw: Victory Dance

B: Swallow
B+>: Hammer
B+^: Final Cutter
B+v: Stone

There you go. Some of the names are odd, but there all from the nintendo guide.I'll get the Terms list soon...

$PITE
07-13-2005, 05:55 PM
You could just PM me the list of terms. It doesn't matter if it has character specific things or not, I could always add or remove what I see fit afterward. Some might end up being helpful to the guide (like SHB might be useful in the character matchup section, since Kirby can SHDB).

nitro-blazer
07-13-2005, 08:16 PM
Ok, I'll get them to you as soon as i'm done reformatting them.